Devlog 01: Why We're Making AVERNWAKE
The game we couldn't stop thinking about: who we are, why AVERNWAKE exists, and where development actually stands.
An Iron Daydream Works game · In development
The dead descend quietly. The living leave a wake.
Some journeys shouldn't be possible.
A story-driven third-person action-adventure RPG about a living man descending through seven infernal realms to recover the person he loves.
The impossible descent
When the woman he loves is taken beyond the boundary of death, Elias Ward follows—descending through seven infernal realms and leaving behind a disturbance that should be impossible.
An Avernwake.
But getting Helena back is only the beginning of the question.
How much of yourself can you sacrifice before the person who returns is no longer the person who left?
Who it's about
The living man
He isn't descending because prophecy chose him. He's going because someone he loves was taken, and accepting that loss would be easier than what he's chosen to do instead.
The one he follows
Affectionate, intelligent and independent, with her own judgment and her own will. She is the reason Elias crosses the threshold, and she is nobody's prize.
The guide
He can awaken something inside Elias. He cannot make Elias's hands know what they've never learned.
Character designs are still in progress, so we're introducing them in words first.
A story about what you're willing to become.
The world
AVERNWAKE is being built around seven major infernal realms, each with its own architecture, inhabitants, dangers, rules and emotional purpose. No endless copy-and-paste corridors. No realm exists merely to increase the hour count.
I
Abandonment
A grey threshold of ruins and testimony, where everything turns on the right to pass.
II
Longing
A lamplit city of false comforts, where longing is easy to feed and impossible to satisfy.
III
Temptation
A harbor of bargains and debts, where the first question is always who profits.
IV
Suspicion
A walled city of courts and open tombs, where even the law preserves its own lies.
V
Defiance
A war without end, where every liberation has a cost and command carries all of it.
VI
Doubt
Terraces, pits and false gold, where nothing is what it shows and watching closely is how you survive.
VII
Trust
A frozen silence at the bottom of everything, where no one gets through alone.
Combat
Archangel Michael can awaken something inside Elias. He cannot make Elias's hands know what they've never learned. An early conduit blade lets Elias survive long enough to begin changing. Over the journey, weapon mastery, holy power and direct unarmed channeling develop together.
Stage I
A Heaven-forged blade that channels power Elias can't yet carry himself. Early on, he needs it.
Stage II
As Elias changes, holy power begins to answer him without the blade.
Stage III
Blade, fists and knuckles become real choices, each with its own strengths. Power received is not the same thing as power earned.
Fast. Physical. Readable.
Combat is being built toward readable third-person action where progression is something you feel in your hands, not just a larger number on a stat screen. Gameplay footage will appear here when it's real. We won't show concept art as gameplay.
Choice
Player decisions alter routes, relationships and consequences across the journey. Three final outcomes are established, but AVERNWAKE is not designed around a last-minute “choose your ending” button.
The journey should help create the ending you reach.
Three outcomes. We're not showing them.
If we only make the big moments big, eventually none of them are big anymore. The quiet parts are what give the loud parts somewhere to land.
Love · Perseverance · Temptation · Grief · Sacrifice · Agency · Accepting help
Development · October 2026
We update this as milestones move. Nothing here is a release date.
Seven realms, the cast and three established endings are written in draft. Drafts keep changing as production teaches us.
Testing movement, timing, reach and the conduit blade. When we show it, it will be labeled prototype footage.
15–25 minutes of early Limbo, built to prove story, combat and atmosphere together. Defined, not built yet.
Real screenshots, a trailer and a store page come after the slice, once gameplay can back them up.
Small, structured playtests once the slice is stable. We'll announce them here first.
Devlogs
The game we couldn't stop thinking about: who we are, why AVERNWAKE exists, and where development actually stands.
The dead belong beyond the threshold. The living do not. What happens when one crosses anyway.
At the beginning of AVERNWAKE, Elias needs his blade. Eventually, he shouldn't. That one idea is shaping how we approach combat.
Questions
There's no release date yet. We'll announce one when we're confident we can keep it.
Platforms haven't been formally announced yet. We're developing AVERNWAKE with PC and consoles in mind.
Not yet. The next milestone is a first playable slice: 15 to 25 minutes of early Limbo. When it's stable enough for playtests, we'll say so on the development page.
No. AVERNWAKE is a single-player, story-driven game.
We're not putting a number on it yet. Our rule is meaning over length: nothing stays in the game just to make the playtime bigger.
Not yet. Every image is labeled. Right now that means concept art: early visual development, made with AI-assisted tools, that shows the mood we're aiming for. In-engine work will replace it as it becomes real.
Iron Daydream Works, an independent studio founded by Daniel Tigerina.
Follow the journey
Every devlog, update and milestone lands on the development page first.